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A jam submission

Midwest 90: Rapid City (Alpha Demo)View game page

A story focused survival- tycoon PC game, where you Build and Protect your restaurant that serves Monster Dishes.
Submitted by HiddenChest (@Midwest90_RC) — 6 days, 10 hours before the deadline
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Play Midwest 90

Midwest 90: Rapid City (Alpha Demo)'s itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#15.0005.000
Overall Fun#94.6004.600
Sound/Music#94.4004.400
Controls / UI#224.0004.000

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Horror

Any Horror

Strategy

Turn-based | Card Games | RTS | 4X

Rating

For 13+

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Comments

(+1)
  • Youtube Timestamped Link
  • Graphics : I like it's stylized nature (However Karen, might be like Edgar.)
  • Music / Sfx : Both : No Complaints
  • GUI : Pretty good, reminds me of older games like Fallout Tactics where have a more in-universe menu.
    • The options menu could probably get a touch-up
    • Fullscreen windowed killed the video feed to my stream.
    • The game started in 3840x2160 which caused some minor issues.
  • Gameplay :
    • It does the restaurateur aspect decently but I'd have to play for a few hours more to really get a good grasp on whether or not there's any issues here. For what I played it felt fine.
    • The TD aspects felt a little barebones / minimal from what little I saw and interacted with it, but it vaguely reminds me of deathtrap.
  • Notes :
    • There was far more dialogue in this than I expected.
    • I'd've preferred to see more of the TD aspects in my playthrough.
      • I assume at some point we influence walls and pathways.
    • I assume at some point we actually expand our dinky diner into a larger proper 'restaurant'.
    • Kind of wish I could've given my employees some knives or guns to fight with.
    • This is a truly strange mix of genres and wonder who's this for as it feels somewhat like oil and water.
    • Drugs are bad, mk?
      • So is eating monster meat.
    • I think there needs to be some QOL stuff, press R on keyboard to quickly repair or reload the item you've selected.
    • QOL : A button to quick-repair or reload all things on the map.
    • Why does a 2$ increase piss your customers off, but if you want to decrease costs to make them happy you end up doing a full 50% price cut? I'd prefer finer control.
      • E.G. +/-$2 and if I REALLY want to, +/- $4
    • QOL : I'd like an option to just re-use the same menu from the previous day, most eateries don't exactly change their menus on a day to day basis.
      • I assume you can start getting a good amount of recipe 'slots' , only selling 1-2 dishes is exceedingly limited, by the end of my session I had 4 dishes but I only being able to sell two at a time felt absolutely silly and kind of arbitrary.
    • I did enjoy some of the dialogue, I mostly ended up skipping a lot of it past a point due to being tired and wanting to wrap up the demo / stream.
    • Left some addition feedback on the google response form.
    • Seems to hang and doesn't terminate properly?

Overall despite me not really being the demographic for this , I did enjoy my time with it. 

Developer (1 edit)

Thank you! Sorry it wasnt your genre and that you had to go through so many games before M90. But am glad you found it interesting.

Submitted(+1)

This game is super DUPER cool, I am obsessed with how these diner management and tower defense mechanics intertwine. Really really cool stuff, super ingenious and it works really well!

I admittedly haven't gotten through the whole demo yet but from what I've played I'm super impressed - every part of this game succeeds aesthetically and I DO wanna eat all the monster food! I think that the writing is really strong and I'm excited to see how it progresses and blossoms into arcs like the forward hints at. I think this game could be something really really neat!

I don't really have much feedback to give, I liked pretty much every aspect of this game... If I was being forced to give a small nitpick, I guess I would point out that there's a dialogue choice where you can tell Jericho that your "life is like a tower defense game" and he and all of his crew members laugh extremely hard... Maybe this is cruel to say but I don't believe that Jericho and his team would know what a tower defense game is. I don't read them as gamers at all, but I AM very delighted to imagine them all going home after their grueling shifts to wind down with some Bloons Tower Defense. Sorry, this is a really small thing that truly doesn't matter but since there's such an emphasis on worldbuilding and characters in this game I thought I'd speak my peace LOL.

I played the first hour or so on stream around 59:00

Developer (1 edit)

Thank you! And thank you for wishlisting! You video made the team so happy!

(+1)

I absolutely LOVED this blend of genres. Played this game for 3hrs & while I'm not normally a Tower Defense girlie, there was just enough of it & the story-driven, management sim aspects of the game counterbalanced it perfectly.

Pros:

  • The world-building, art, & aesthetic are TOP-TIER AMAZING! But, I do think it can be presented in a better way vs TONS OF TEXT ON-SCREEN.
  • Progression was really good overall, but I could definitely see the grind for the Liberty Fund (going from 500 to 3k is insane!)
  • Policies, while I didn't get to unlock too many, seemed really cool & gave off "Roguelike" bc of how tasks would refresh at the end of the week & how you can mix & match the effects to optimize your play. I'm not sure how many different policies there are or if there are rarity levels to them, but I expect this gives everyone a chance to customize their play experience.

Cons:

  • No accessibility options. I'd really love a way to control the size of the elements on my UI. Specifically, the text. It was way too small & the dashboard - while very cute - was also difficult to read.
  • I felt like we were given too much money to start... I bought everything (I felt were) worthwhile & the game slowly devolved into an idle management sim.
  • While I do like that we can access our current Menu Items while at the grocer, I wish we could also access our Fridge Inventory & other Recipes.
  • Limited Defenses & Weaponry.
  • For a game that's focusing on story, I wish there were more A-B interactions. I remember Nancy telling us to look out for Pritchard & when we do find him, we're not able to:
    → Direct him to Nancy
    → Punch him (as a direct consequence of us learning that that's how Nancy dealt w/ a similar problem)
    → or Call Nancy Over
  • In that regard: As soon as you were done purchasing all the Special Offers, dialogue seemed to come to a complete stop. No more unique dialogue after that.

Critiques:

  • I feel like the game intro can be worked on. There are definitely better ways to start a game than having TONS of text on-screen. I would love to see an actual animation!
  • I ran into a problem of not being able to unequip a Policy. Is it a mechanic where... once you unlock a policy it MUST be in effect?
  • I wish we could teach Wallace/Our Cooks how to butcher meats. I found myself with an overabundance of Pit Pug Legs early on & while I know we can exchange them for the Purple Stuff, I wish I could (I dunno) send my Employees to Jericho to "research" how to more effectively butcher meats for specific cuts whenever Incursions occurred. Maybe this could be tied to the different defenses, too? Maybe a Sword/Slashing mechanism would yield more meat or something?
    Regardless, I'd love a way to "Exchange/Break Down Ingredient" for "Other Ingredient".
  • I'm hoping we'll be able to upgrade our Kitchen Equipment later on that reduces fire hazards!
  • I ran into a few instances where I would forget to close the door or the door would bug on me but the NPCs would close it for me anyway. I thought that was too forgiving TBH lol!
  • To follow up with that: I would love more consequence to not closing the door during closing time. When it came to Monster Incursions, it felt like they triggered at the same time every time they happened. So, I'd love more timing variety & monster variety added to those.

For my full playthrough & initial thoughts on the game, you can watch it here (timestamps available):

Thank you for the game!
(1 edit) (+1)

Had a ton of fun playing Midwest 90! Art style is beautiful and the music was great. Game loop was fun, I feel like everything was introduced steadily so it wasn't overwhelming and I was able to grasp what was going on.

 As far as issues go, not everything was immediately obvious to me in the hud. I didn't realize the days of the week till I was quite far in the demo so when it would pop up that I could change my perks I couldn't figure out where to keep track of the days. I eventually realized but like I said it did take me some time. It was also unclear to me that "Mr. X" would be rating my place. I thought once the 2 weeks were up some crazy event was gonna happen. Maybe I missed something in the initial letter but if not it was very unclear. There were also a few grammatical errors. Many places where it says "Am" but should have said "I'm" (unless this was done on purpose? But it didn't come across to me like that) as well as a line from Jericho that should have been blue but was instead white as if he was saying it. There was also a day where my cooks could not get passed the tables and into the kitchen even though it looked like enough space. They could still cook the food through the wall outside though haha. I moved the table and it fixed it but it would have been nice to know before placing it if they were not going to be able to walk by.

I was also curious if there could be different outcomes to things? When speaking with Nancy she wants us to look out for Pratchit (sp? the guy with the sign) but I don't believe I had  an option to do that? And instead he became infatuated with the green light. Other than those few things it was a fun game and I look forward to the full release! I've included the vod below, Midwest starts at 53 mins in.

https://www.twitch.tv/videos/2552306332

Jam Host(+1)

Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

Well, this was a surprisingly game. Honestly was having a lot of fun with it The artwork is really good and the music fits so well. Overall just a lot of fun.

The biggest issues I had while playing it was that there was nothing to tell me I needed  to click on Wallace when I started (where he tells me to get a waiter), so I spent a lot time just sitting and waiting for the day to end as I figured he'd tell me that at the end of the day. I also had this issue with the first monster attack, where I didn't know I was supposed to let the attack happen so I could proceed and instead repaired the door several times. It may be better to remove the option to repair the door until after the monsters break it down (maybe add it as something Wallace brings up to do when you return from Jericho? Or maybe he already does this and I missed it because I repaired the door immediately).

Overall a ton of fun. I'm going to play it more in my off time and will try and provide more feedback as I do!

Jam Host(+1)

I've returned to give a bit more info from further playtesting.

First, I want to cover some bugs I've discovered. First, if you save while people are at their table but have not gotten their food yet (I think. It could be if they're eating already) and then load that save, the customers affected will suddenly get up and leave, giving you negative ratings. Also, if you save while a server is cleaning and then load that save, you'll lose the server. I also had one instance where a monster chose to attack and destroy a wall instead of going through the door despite the door both being open and being closer to where the monster came out.

With that said,  I now have a better idea of other aspects I feel should be tweaked.

First, I'd like to suggest that the starting position for the diner be one tile forward. The reason why is because it feels rough that if you try to do ANY sort of expansion of the kitchen (which is desperately needed), you'll open a second pathway. However, you can still expand the dining area down one tile without risk.

Another suggestion would be to slow down the rate that employees will start demanding significantly higher raises. So when you're starting off and hiring your first server, Jonas is the most obvious pick based on his skill level and current state of happiness. However, his starting rate causes him to lose 15% happiness per day a little more than a week after you start. Since this happens very shortly after he had a huge drop due to the monster attack, it means you have to jack his pay way up. By the time you reach the end of the demo, you're paying him nearly 50% more from where you started, which feels like a lot.

I'm also going to mimic the recommendation of another and to suggest reducing the starting amount of money.